Choose two — • Counter target noncreature spell. • Return target permanent to its owner's hand. • Target creature gets -3/-3 until end of turn. • Destroy target planeswalker.
Whenever you cast a creature spell, choose one — • Destroy target artifact or enchantment. • Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. • You gain 4 life.
Choose two — • Target creature gets +3/+3 and gains flying until end of turn. • Return target creature card with mana value 2 or less from your graveyard to the battlefield. • Target player draws a card and loses 1 life. • Target opponent sacrifices a creature.
As Silverquill Silencer enters the battlefield, choose a nonland card name. Whenever an opponent casts a spell with the chosen name, they lose 3 life and you draw a card.
{1}{G}{U}: Put a +1/+1 counter on target creature you control. Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on Simic Ascendancy. At the beginning of your upkeep, if Simic Ascendancy has twenty or more growth counters on it, you win the game.
Choose one — • Target creature gets +3/+3 until end of turn. • Permanents you control gain hexproof until end of turn. • Return target creature to its owner's hand.
Simic Growth Chamber enters the battlefield tapped. When Simic Growth Chamber enters the battlefield, return a land you control to its owner's hand. {T}: Add {G}{U}.
For the Simic Combine, its sigil serves not as an emblem of honor but as a trademark. Its familiar image on any biological commodity attests to superb craftsmanship, ingenious innovation, and higher cost.